Watch Dogs: Legion is a timeless era, featuring a beautifully rendered open world that recreates one of the world’s most iconic cities, with a strong focus on hardware-accelerated ray tracing. It’s one of the most technically ambitious games. Cross-platform comparisons between next-generation machines aren’t the most interesting I’ve ever seen-PS5 and Xbox Series X are very close-but raytraced reflections appear on the Xbox It’s great to see the Series S. Yes, I’m getting a hardware RT with a £ 250 / $ 250 console.
But to address the most serious questions, you can quickly see that the Xbox Series X and PlayStation 5 are actually running with virtually the same visual settings-almost as much as the details locked in the PC version of the configuration file. Exact match (including PC settings, but all versions). This is most easily seen when comparing ray tracing side by side. The RT effect is the same, but the important thing is the cutoff of the object. Absent The same is true for reflection. In other words, not only are the fidelity of the effects themselves consistent, but the compromises and optimizations are the same.
Series S has the same settings for ray tracing reflections, but with one important difference. The premium console targets dynamic 4K rendering resolutions for most of the presentations, but reflections are instead performed in checkerboarded 1080p. For Series S, which has a much smaller number of 1080p target pixels, the resolution of RT reflections is gradually reduced. The reflections here are instead rendered internally in 720p using the same reconstruction technique.
For the rest of the game’s visual composition, Series X and PlayStation 5 are the same. The texture quality is the same and the shadow map resolution is the same. A matching geometry LOD setup is used. That is, “pop-in” (such) is constant between the two systems. The same is not true for Series S, but the shadow resolution is low, the LOD range is pulled in, and the quality of the fallback reflection is poor. In practice, the Series S resolution textures are similar, but with a low cache of texture data, typically a combination of low levels of anisotropic filtering. This impairs texture fidelity when viewed at an oblique angle. In general, it doesn’t look very good and I’m confused as to why anisotropic filtering is reduced altogether here.
For some reason, there seems to be a bug in the Xbox Series platform. Series X offers a slightly lower level of texture filtering than its PS5 equivalent. Again, if you check the “reference” configuration file hidden in the PC version, the Series X and PS5 should use the same super quality settings, but the Series S explicitly cuts back the effect. Get the representation. Beyond that, the difference between premium consoles is thin on the ground-literally. I’ve noticed that the PS5’s RT reflection has no puddles, but the Xbox console doesn’t. Perhaps there is another inconsistency that is not what you intended.
Interestingly, dynamic resolution scaling is also closely matched between the PS5 and Series X, despite the large gap in overall computing power and memory bandwidth between the two consoles. .. Ubisoft has a very fine DRS system here, and it seems that you can quickly adjust the resolution on the fly. I noticed that the minimum resolution is close to 1440p (again in the PC configuration file), the typical gameplay shifts 80-100% of full 4K, and in the same situation the resolutions of both consoles shift about the same. The game approaches the lower limit only at night, or in leafy areas.
Go to Series S, where the lower resolution should be 900p-In areas where resolution drops are seen on Series X and PS5, 1080p straight counts occur frequently, with the most drops to 900p in fact. I was surprised. The most troublesome nighttime or leafy areas. The level of surprise here is that full 1080p is often rendered, while Series S looks visibly low. I think this is due to the much lower resolution RT effect.
performance? It’s easy to check. All three systems run at 30fps and do not have the various levels of slowdown seen on modern generation machines. I’m not interested in frame rate graphs, but it’s great for players. I think the final generation platforms had limitations on both the CPU and GPU sides, but the new hardware powers through and the DRS system handles potential graphics bottlenecks. With this in mind, I wonder if we can offer 60fps gameplay even in the optional performance mode. According to the PC config file, at some point the PS5 and Xbox Series X pieces had a 60fps mode, but that’s not the case. The final version of the game. Perhaps it will arrive at a later point.
All three new consoles are based on solid-state storage, but there are some differences in load times. To test this, I advanced the game to the same area on all platforms, finished the action, reloaded the save, and loaded the same location data. result? With PlayStation 5, you can return to the game in just over 18 seconds. It takes 26 seconds to run the same job on both Xbox Series consoles. It’s a bit of a win for the PS5 there, but to be honest, it’s still far from the immediate instant road I expected for the next generation of cars.
In other words, honor is evenly distributed between PlayStation 5 and Xbox Series X. There is a contradiction with one or two small bugs. Basically, they look the same and run the same. If you want to upgrade your experience, you need to go to the PC version. Raytracing reflexes significantly upgrade the console, even at the lowest medium settings, but PC users can use DLSS to mitigate many of the performance impacts. In my tests, the output of the Xbox Series X matches the RTX 2060 Super and may be improved further, but the settings optimized for the PC version are high resolution shadows, full resolution path of global illumination, etc. It offers more features, such as a small extension of. What do I need to do it on DLSS 4K60? It should work with the RTX 2080 Ti or RTX 3070, but let’s just say that as you approach 60 fps, the CPU is a much more limiting factor in this demanding game …